GGACR/Eddie/Combos

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Combo List

Standard Combos

Combo Position Tension Gain Works on: Difficulty Notes
2P > 2D Everywhere Net Gain Everyone Very Easy Standard confirm to get KD. Most important combo you will ever learn for this character.
6P > j.KHD Everywhere Net Gain Everyone Very Easy Standard solo Anti air. j.D can substituted for 236236S if you have the meter to burn.
-K- > 5K > c.S > -K-(1) > (Ender) Everywhere Net Gain everyone Easy Your Mawaru low mixup option.
-K- > 6K > 214S > -K- > (Ender) Everywhere Net Gain Everyone Easy Mawaru overhead mixup option. Forces crouch so -K- combos its two hits. Can be looped before going into your preferred ender as long as you have Eddie meter available.
22S > -K- > 6P > j.KHD Everywhere Net gain Everyone Easy Simple confirm if you manage to land a drill with Eddie out.
22S > -K- > 214K~41236S(xN) Everywhere Net gain Everyone Medium Big damage Shadow Gallery loop. Can be looped as many times as you have Eddie meter left. You can end with 236D to restart pressure if you have the meter. You can also end with an unblockable by doing -D- > 22D. Difficulty depends on the opponent's air hurtbox, some require a delay before -K-.

Standard Enders

Combo Position Tension Gain Works on: Difficulty Notes
5H(2) > 22S Everywhere Net Gain Everyone Very Easy Standard combo ender. Ending with drill allows you to puddle ender as well as opening up Shadow Gallery loops and a number of unblockables. You sacrifice the ability to use drill for oki but if you have something else to extend with it doesn't matter much.
(2P) > -K-(2) > 6P > c.S > 2D > (Puddle Ender) Everywhere Net Gain Everyone Easy Mawaru mixup ender. You need to link the two hits of -K- with 2P if the opponent is standing.
(2S) > -K-(2) > 5H(2) > 22S Everywhere Net Gain Everyone Easy Alternate Mawaru mixup ender to get a combo into drill. You need to link the two hits of -K- with 2S if the opponent is standing.
-H- > 214S > 214S > 214S > c.S > 5H(2) > 22S Everywhere Net gain Everyone Easy Puddle ender. 4x214S is possible if you don't need to move much. Other puddle combos are possible but looping 214S is recommended for meter gain. If you are unsure on how much time you have left end with 2D for a guaranteed knockdown.

Corner Combos

Combo Position Tension Gain Works on: Difficulty Notes
(Weiss Summon) 22S > -S- > j.>HD > -D- > c.S > 2H > -D- > 22S > j.>HD > 41236S(1) FRC > -H- unblockable. corner Net Loss Everyone Medium Cancel 2H to 22S

Command Grab Combos

Combo Position Tension Gain Works on: Difficulty Notes
623S > -H- > Puddle ender everywhere Net Gain Everyone Easy If you are in the corner, you can do 3 Drunkard Shades instead of 2.
(Weiss Summon) > 623S > -S- > j.HD > 41236S > j.S > -H- ▷ j.KHD ▷ SJ j.KHD corner Net Gain Medium and heavy weight characters Medium Against lighter weight characters, resort to simply use j.SD>sj.SD instead.

Counter-hit Combos

Combo Position Tension Gain Works on: Difficulty Notes
2K(CH) > 22S/22H Everywhere Net Gain Everyone Very Easy Cannot confirm. You will do this frequently without consciously intending to while mixing up between drill and summon in block situations. 22H is preferred when 2K is used as a counter poke
2S(CH) > 22S/22H Everywhere Net Gain Everyone Very Easy Cannot confirm. You will do this frequently without consciously intending to while mixing up between drill and summon in block situations. Pick your drill based on the range you're using it.
214S(CH) > 66P > j.KHD Everywhere Net Gain Everyone Easy Your CH Combo against throws.
-S-(CH) > 2H > -S- Everywhere Net gain Everyone Easy Hold S during the animation for 2H A sj.HD can be performed if the opponent is on the corner after the second Nobiru
-S-(CH) > 66P(2) > -S- > j.KHD > -S- Everywhere Net Gain Everyone Easy Easy simple confirm. Does good damage in exchange for no knockdown. Press P and S at the same time to ready the second Nobiru. You can omit the 66P(2) if you are not confident in the spacing.
2H(CH) > 22H > IAD(9563) > j.HD > (j.KHD) Everywhere Net Gain Everyone Easy Solo anti air CH combo. Extension is possible if it ends in the corner.
2H(CH) > 236H > 214K~41236S(xN) Everywhere Net Gain Everyone Medium Anti air with Eddie available. Ends with knockdown naturally. Can restart pressure with 236D or unblockable reset with -D- > 22D.
-S-(CH) > -S- >j.236236S>-H->Puddle Combo Everywhere Net Gain Everyone Medium Impractical combo. Not worth it if you are able to do the one below, unless you need the damage from super to kill. Do Nobiru, then Super, and the second Nobiru will naturally combo into itself. Move Little Eddie during the animation of Sword Super. (Example)
-S-(CH) > 6P > -S- > j.SH > -S- > 41236S(1)> FRC* > Puddle Ender Midscreen Net Loss(*) Everyone(*) Very Hard *You can avoid using the FRC with character specific timing and combo adjustment. (Example)

5D Combos

Combo Position Tension Gain Works on: Difficulty Notes
5D8>j.KSHD everywhere Net Gain Everyone Very Easy Use 236236S instead of j.D if you are in the corner.
5D8 > dl j.D 41236S(1) Everywhere Net Gain Everyone Easy Impossible dust combo. Knocks Down. Can be used to set up -H- mine unblockable in the corner with Weiss summon.
5D8 > -S- > j.HD> 41236S(1) > -H- > (Puddle ender) Corner Net Gain Everyone Medium Combo conversion by comboing into 5D. Make sure to only hit the first hit of SG.
(Weiss Summon) 5D8 > j.HD > 41236S(1) > -H- (Mine Unblockable) Corner Net Gain Heavy and Medium weight Medium Your go-to ender from a combo to dust during Weiss. Use j.SD>sj.SD instead for lighter weight characters. Make sure to land the 41236S(1)

Unblockables

Combo Position Tension Gain Works on: Difficulty Notes
(Weiss summon) -H- > j.H ▷ j.KHD (▷KHD) Everywhere Net Gain Everyone Easy Mine unblockable. Hardest part of this is setting it up. Can be set up from 623S, 41236S(1) and some other situations. Extension is possible in the corner.
(Weiss summon) -H- > j.H ▷ j.SHD > 41236S(1) Corner Net Gain Everyone Medium Knockdown from Mine unblockable. Character specific.
(After a 22S knockdown) 44 > 22H FRC > IAD(9563) > j.SH ▷ j.PKHD Everywhere Net loss Everyone Medium Can be used post combo to waste time for Eddie to recover. Example: https://www.youtube.com/watch?v=wjE0Y8sEP80
(2D knockdown) > 236H > -D- > 22S > -K- > 214K~41236S > -D- > 22D > 669 j.KHD Everywhere Net loss Everyone Medium Double unblockable from full Eddie meter. Delay on -K- is required for some characters to be able to combo to 214K~S. normally crosses up. Eddie will need to be moved for the second unblockable to reach.
-D- > 5K > c.S > -K-(1) > 6P > -K-(2) > 5H(2) > 22S > -H- > (Puddle Ender). (44 > 22H FRC > IAD(9563) > j.PD ▷ j.SHD > 41236S(1))* Everywhere* Net Gain Everyone* Medium Unblockable from normal summon. *The followup is PO specific and corner only. It can be looped until death as long as you have meter to spend on it. (Example)
(Weiss summon) Knockdown > 214H > -D- > 5K > c.S > -P- > 5D8 > (Dust Combo) > (Mine Unblockable) Corner Net Gain Everyone* Hard Corner double unblockable combo. *Character Specific adjustments need to be made. (Examples)
((Weiss summon) Knockdown) > 214H > -D- > 5K > c.S > 2D > -S- > j.HD > -D- ▷ IAD > j.HD > 41236S(1) > -H- > (Mine Unblockable) Corner Net Gain Everyone* Hard Corner double unblockable combo. *Character Specific adjustments need to be made. (Examples)

Instant Kill Combos

Combo Position Tension Required Works on: Difficulty Notes
Stun>IK everywhere Net Gain everyone Very Easy Why do even have this section in +R?

Combo Theory

Video Examples

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